/**
* Simply pass through the provided vertex position.
*/

// for raycasting
varying vec4 position;

// for lighting
//uniform vec3 fvLightPosition;
//uniform vec3 fvEyePosition;
//
//varying vec3 ViewDirection;
//varying vec3 LightDirection;
//varying vec3 Normal;

void main() {
	gl_TexCoord[0] = gl_MultiTexCoord0;
	gl_TexCoord[1] = gl_MultiTexCoord1;
	//gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
	gl_Position = ftransform();
	position = gl_Position;

	//Texcoord    = gl_MultiTexCoord0.xy;

	// for lighting
	//vec4 fvObjectPosition = gl_ModelViewMatrix * gl_Vertex;
	//ViewDirection  = fvEyePosition - fvObjectPosition.xyz;
	//LightDirection = fvLightPosition - fvObjectPosition.xyz;
	//Normal         = gl_NormalMatrix * gl_Normal;
}
